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Relatar um problema com a tradução
The rifles can all take 10.35x76mm Huenink rounds that nobody's ever heard of, if sound gameplay principles are upheld. Being an accurate gun simulator isn't important. So the OP is right to focus instead on whether the weapons are differentiated, as is Midloth with the point about having to scale down what 'long range' versus 'short range' means when your draw distance is way lower than real rifle ranges.
To me, a sniper rifle should have a longer barrel and be heavier for stability. And it should have a definite accuracy bonus when aiming through sights or scope, and a serious accuracy penalty when shooting from the hip. The whole getting more damage with the same ammo is a gameplay mechanic to provide some extra bonus for using this weapon, to help offset the fact that it handles terribly for anything but precision distance shooting.
But it also does have some basis in factual weapon mechanics - a longer barrel for a sniper rifle is by design to allow the bullet longer time in the barrel to build up more speed and have longer to experience the internal rifling of the barrel. The result is a bullet that exits the barrel at higher velocity with a tighter spin that keeps it from tumbling less in the air. Faster bullet can easily be correlated to higher damage.
As far as I can see, when it comes to ammo there are 3 options:
1. Keep it as it is (no new ammo types)
2. Create broad categories for ammo types, e.g. named - Pistol ammo, Rifle ammo, Shotgun ammo (or, alternatively, low-calibre, medium-calibre, high-calibre, shotgun)
3. Literally create different ammo types specifically for each gun that would use a different calibre
I wouldn't like 3 for the reason CoinSpin gives, it's too much to manage - your ammo box would be full of all kinds of different ammo and it would be a pain.
1 works for now with the small number of weapons we have, but they might go for 2 if they add many new guns and whatnot just for variety.
yes but thats not how this game plays. you can't use the optimal range of a gun like that in a game like this. so we are left with a gun that is supposed to be an "upgrade" to the mid tier version, the marksman rifle, but in the end, its giant bulk and cumbersome nature makes it play like a downgrade to me in most cases. maybe if ammo was actually an issue in this game, the sniper rifle would be nice. but as it is, getting ammo is extremely easy, so its one main benefit of having much higher fire power which consumes less ammo, is pretty much irrelevant.
Agreed, and I totally get why this thread came about. Game draw distance limitations do make utilizing a sniper rifle properly fairly impossible currently. I was just pointing out that it behaves the way you'd expect a sniper rifle to behave, with the awkwardness you would expect. Whether they can find a way to make it more effective in the long term will be interesting to see. At the very least, I would expect to see some way to provide serious bonuses to using the sniper to offset the limitations. Maybe a virtually guaranteed dismember when hitting a limb, inherent penetration bonus regardless of if you have that perk, etc. I do feel like some balance needs to apply to make the sniper worth it over the long haul.
I'm almost always a ranged/sniper role in games, and I typically pass over the sniper rifle in this game. In previous game builds, my weapon of choice has traditionally been something like the AK with scope and burst mod. A 3 shot burst from that weapon configuration always seems to exceed a single sniper shot, you just are paying for it with extra ammo expenditure. So in the current iteration, the marksman tends to be my preference over the sniper - the bang for the buck vs drawbacks just hasn't sold me on it yet.
And that is why the marksman is my flavor of choice for general gun (along with silenced pistol and often crossbow). The sniper rifle behaves like it should, it's just not built for any kind of close quarters combat. Long distance precision lead delivery is what it's supposed to be used for, so it kind of doesn't really have a good role to fill in the current game setup. Maybe we'll get longer draw distances or some other benefits that match up to the sniper's particular operational advantages as the game gets optimized down the road? Hard to know for certain.
Until then, the sniper rifle is an odd man out when looking at the weapons. Changing handling and smoke would just basically make it another marksman rifle, so there's really no point in it being a separate weapon, I think. Unless there are some plans in motion that will make the sniper rifle (as it has been designed) an appealing choice for particular scenarios.
7.62 is caliber. And the .308 what you were waving gloriously in earlier post is 7.62x51mm with thinner case (more room for powder).
Key difference here is what comes after the 7.62.
Ak uses 7.62x39mm
New sniper uses 7.62x54mm
More length -> more powder -> heavier bullet = more power
Also muzzle brake does not slow the bullet or affect muzzle velocity at all.
Barrel stays same length with muzzle brake but if we were to cut muzzle brake length from the barrel lets say 600mm barrel and we cut 40mm to add muzzle brake so complete length stays 600mm, we are left with 560mm barrel. Now it would work as you describe it as in lower muzzle velocity.
Everything this guys says +1.....
/thanks
Tactical < AK < M60
Tac is steel age / ak iron